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Old 01-31-2005, 03:43 AM   #26 (permalink)
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Remove all instances of .Net Just in case somehow you have both installed. Its not likely but it is very well possible. Then reinstall .Net Framework 1.1. This will have no negative side effects what so ever.
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Old 01-31-2005, 05:22 AM   #27 (permalink)
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removed 1.0.3705, and the errors stopped. no reinstall of 1.1 neccessary
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Old 02-01-2005, 11:46 AM   #28 (permalink)
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Okay, so here's what I did.

-Followed the above instructions to make an Owner AccessLevel - Compiled with no problems.
-Ran with no problems (fresh world, so to speak).
-It asks me to make an Admin account, I go ahead.

Then, as an admin, I change my AccessLevel to Owner.

Now, if I want to restrict certain commands to Owner, I can't just change AccessLevel.Administrator to AccessLevel.Owner, can I?
Well, I can, but it wouldn't work well... As any Admin I add can easily change their own AccessLevel to Owner.

So how do I stop them from doing this? Is there a way in the source code for it to create an Owner account on a fresh install rather than Admin, and change it so that Admin can't change themselves to Owner?
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Old 02-01-2005, 12:50 PM   #29 (permalink)
 
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There is a check for the minimum accesslevel requird to change accesslevels.. I am not sure if its the commandproperty attribute of the AccessLevel property, or somewhere else.
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Old 02-01-2005, 02:32 PM   #30 (permalink)
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As Spider said, the check does exist and it is similar to that of the commands.

Around about line 5673 in the core Mobile.cs, you'll find this:
Code:
		[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
		public AccessLevel AccessLevel
		{
			get
			{
				return m_AccessLevel;
			}
			set
			{
				AccessLevel oldValue = m_AccessLevel;

				if ( oldValue != value )
				{
					m_AccessLevel = value;
					Delta( MobileDelta.Noto );
					InvalidateProperties();

					SendMessage( "Your access level has been changed. You are now {0}.", GetAccessLevelName( value ) );

					ClearScreen();
					SendEverything();

					OnAccessLevelChanged( oldValue );
				}
			}
		}
Change the first line there to reflect your desire.
Code:
[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
should now become
Code:
[CommandProperty( AccessLevel.Counselor, AccessLevel.Owner )]
I think that's right. If I'm wrong, someone please correct me, but if I remember right this is how I did it on my end.
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Old 02-03-2005, 08:48 PM   #31 (permalink)
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Quote:
Originally Posted by Trying
I`m reading this topic with great intrest, but one thing is bugging me, on the official OSI servers, they brought in the companions, as you will well know... but when they brought this in, they had a great number of levels.. this being Companion, Senior companion, Regional senior companion, and Arch companion.. they had a simular structure with the counselors as well, what confuses me here, is that we have 0-4 for access levels, but everyone of the above had different access commands determined by there rank... so am I right in persuming that re-wrote the entire structure and "added" in the companion ranks... or was it a case of a "check" to see what rank they were at and then allowed/dis-allowed certain commands...

Im only curious, about how you would persume they went about this, as I cannot see OSI re-writing the entire structure to add all the above said ranks...
OSI servers are not written in C#. RunUo is an emulator and the devs wrote in what they thought they needed when they did it. On an OSI server a seer is below a GM however on RunUo they are higher. Just because something is on OSI doesn't mean it got coded into RunUo that way. Without seeing the code and the language the OSI servers are written in, it would be hard to say how they did it, but it could be a bit more flexible. Talking to a old OSI Dev at one of the Counselor bashes in Texas years ago they explained to me the servers were written on Unix platforms using a PERL like language on machines set up in tandom (Hense the serverlines).
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Old 02-20-2005, 06:29 AM   #32 (permalink)
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Sorry for digging up an old topic, but I was wondering if anyone's gotten any futher with this?

Here my current position:

My Access Levels look like this...
Code:
Player = 0,
Counselor = 1,
GameMaster = 2,
Seer = 3,
Administrator = 4
I've changed them to look like the following:
Code:
Player = 0,
Donator = 1,
Counselor = 2,
GameMaster = 3,
Seer = 4,
Administrator = 5,
God = 6
Now, when I compile and put Server.exe where my old one was, and log in, my Admin character is now a Seer (because Admin was value 4, and now Seer is, correct?).
So, how do I change it so my admin character is either Admin (5) or God (6)? That's the only one I need to change... Once I've changed it, I can do the rest ingame.

Any help?

EDIT:
Okay, small edit... I've sorted that problem. I just did a series of compiles, here are the steps I took:
- Created God (5) access level and compiled.
- Set in-game access level to God (5).
- Created Donator access level (1). Access Level God becomes Administrator. Compiled.
- Set in game access level to God (6).
- Changed the part about setting access levels, so only Gods can. Compiled.

Now then... New problem! On the [admin gump, it doesn't acknowledge that the Donator and God access levels are there. For example, where I am, it says "Unknown" for my access level. And where you have the option to change an account's access level (which I was planning to use for setting up Donators), it has neither Donator nor God in the list.

How can I make it recognise the access levels, and include the in the list?
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Old 02-20-2005, 08:54 AM   #33 (permalink)
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It'd have been quicker to simply make a new character on your head administrator account (automatically an administrator access level character) and then set the accesslevels that way. Nonetheless, good enough the way you did it.

For the admin gump, as well as the who gump, find the scripts for those and change them accordingly. If you go through the code you'll easily find the methods that declare what you need them to, as well as the colors of the names. I think both are located in the Gumps directory.
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Old 02-20-2005, 09:51 AM   #34 (permalink)
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I found the Admin gump script and everything on there's working fine now (apart from if I try to set an account to God, it shows me that account's IP addresses instead, but I'll never use set to God anyway :P).

I'll look into the Who gump.

Thanks for your help!
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Old 02-20-2005, 04:57 PM   #35 (permalink)
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Hmm, I just noticed something else. My Donators are showing ingame with Purple names, instead of blue. Where can I change this?
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Old 02-20-2005, 05:05 PM   #36 (permalink)
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..\Scripts\Misc\Notoriety.cs
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Old 03-09-2005, 06:43 PM   #37 (permalink)
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i cant get this to work i open the projedt creator in sharp developer then what do i do it wont let me cjose anything
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Old 03-10-2005, 10:42 AM   #38 (permalink)
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You want to use a project creator to combine all the Core scripts. Check the 3rd Party Utilities forum for the project creator submissions, and follow the directions there. Once you combine all the Core scripts, load the .prjx or .cmb file into SharpDevelop.
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Old 03-10-2005, 04:38 PM   #39 (permalink)
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ok im lost i dont know what to do i have all the things what now
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Old 03-10-2005, 04:39 PM   #40 (permalink)
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im kinda stuoid to could u explain in easier terms sry but thnx
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Old 03-11-2005, 12:56 AM   #41 (permalink)
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I honestly can't explain it any easier than I did in the main post (otherwise I would've). I'll try and get the two inaccessible pictures re-uploaded so they work.
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Old 03-16-2005, 10:51 PM   #42 (permalink)
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Stupid question, can you post the exact location of mobile.cs? Cuz i searched for it via the search tool for XP, and nothin came up. erm, i unno if im missing sumthin or what...
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Old 03-17-2005, 03:42 AM   #43 (permalink)
 
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umm are you looking at the core source code? its in the root directory of that, its not in the scripts folder of the standard release... "~runuo-core-source-root~\mobile.cs"
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Old 03-24-2005, 12:29 AM   #44 (permalink)
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Question Can u Help with Error?

I got an error here is the log:
Quote:
RunUO - [www.runuo.com] Version 1.0.0, Build 40277
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...Error:
System.Reflection.ReflectionTypeLoadException: One or more of the types in the a
ssembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCra wlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Server.Core.VerifySerialization(Assembly a)
at Server.Core.VerifySerialization()
at Server.ScriptCompiler.Compile(Boolean debug)
at Server.Core.Main(String[] args)
This exception is fatal, press return to exit
I put the server.exe in the root dir. Don't know why it says no scripts?
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Old 03-24-2005, 12:31 AM   #45 (permalink)
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You have all of the regular 1.0.0 distribution files in the same directory as your Server executable, right? What have you changed in the Core?
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Old 03-24-2005, 12:34 AM   #46 (permalink)
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Red face Changes I Made

Code:
 
public enum AccessLevel
{
Player = 0, 
Counselor = 1,
GameMaster = 2,
Scriptor = 3,
Oracle = 4,
Seer = 5,
Overseer = 6,
MasterScriptor = 7,
Administrator = 8 
}
It appears called: SharpDevelop.exe and I renamed it to: Server.exe Then put it in the directory of the original server.exe.
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Old 03-24-2005, 12:36 AM   #47 (permalink)
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Did you add the name labels as in Step 7?
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Old 03-24-2005, 12:39 AM   #48 (permalink)
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Red face Errors

The Project Options are set like this: Name=Server and StandardNamespace=Server.
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Old 03-24-2005, 12:40 AM   #49 (permalink)
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Did you follow Step #7 or not? Your "listed additions" above doesn't include strings for the access levels.
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Old 03-24-2005, 12:45 AM   #50 (permalink)
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Red face Step 7

Code:
 
private static string[] m_AccessLevelNames = new string[]
{
"a player",
"a counselor",
"a game master",
"a scriptor",
"an oracle",
"a seer",
"an overseer",
"a master scriptor",
"an administrator"
};
Here are the other changes i did.
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